Tuesday, July 7, 2026

Great War Salvo! Naval Rules

 I am currently at my home town which is a suburb of Chicago. I'm here to help my sister at least begin to clean up my mother's house to sell it, and to deal with some of her outstanding bank finances that for some unexplained reason, I must do it in present here and cannot be done online.

I was going to bring some of my painting supplies and some minis but it ended up that I brought one game, Great War Salvo! by Minden Games. 


I bought this about a year ago, but only did a quick read through. I read it again before I left for Chicago and thought it might be good contender as a relatively simple set of naval rules, it can be played solo, and you really don't need any miniatures. In fact, it can be played with a pad of paper and pencil, which is what I did just tonight. I do have their more comprehensive naval rules, Battleship Captain, but Great War Salvo! seems to be less complex. 

The book is divided up into basic and advanced rules, with some optional rules added that include submarines. Additionally, you get 12 pages of ship counters covering everyone involved in WWI. Ships include dreadnoughts, pre-dreadnoughts, armored cruisers, protected cruisers, light cruisers, and even armed merchant cruisers. The only thing you don' get are torpedo boats and torpedo boat destroyers. You don't get submarine counters either, but subs are a little more abstract. What allowed it to be a candidate for my potential pre-dreadnought wars is that they have a lot of pre-dread battleships as well as a lot of cruisers that were old enough to count. You probably cannot recreate the Russo-Japanese War as is, but I am somewhat a master of reverse engineering stats, so it would not be a big issue. 

There are a number of different factors, but they the usual types: floatation, turrets, armor, and speed. Hits on these causes loss of effectiveness.  Additionally, there are differences in gun effectiveness depending on whether you are firing broadside versus fore or aft. During each turn, players declare whether they are closing in, turning broadside, or withdrawing. This changes range bands. Weather is important, even in the basic rules. 

Combat is in two parts. First, you have to see if you can hit the target. It is a two D6 roll modified by range, but you do get a bonus if you hit the ship in the previous turn. If you hit, then you see if you damage the the ship by rolling three D6 this time and adding or subtracting modifiers. There are a number of modifiers but once you have run through combat a few times, it is pretty quick to tally scores up. Charts tell you whether or not you hit, if damage is taken, and what sort of damage occurs. Unlike some other rules I've used in the past, it is not a slow attrition of loosing hull points. There is plenty of opportunity for more serious or catastrophic damage to occur even in the basic game. 

The game does have an algorithm where the game is not necessarily a slugfest and combat can break off before a ship is sunk. 

For my first test game, I pitted the HMS New Zealand against the SMS Westfalen. I picked them because they were both on the same page. I played the Westfalen whereas has the AI played the New Zealand.






Weather was rolled to be fair and the ships started at Extreme range. 

Turn 1
The New Zealand got to go first and rolled to turn broadside. I chose to close in. This moved the range band from extreme to long. If I had also turned broadside, the range would have stayed extreme. The ship with the largest gun gets to shoot first. Shooting is not simultaneous, neither is damage. The New Zealand fired and hit me, but even with the +4 added to the to damage roll, it bounced off. The Westfalen fired but it missed. The armor factor of 4 on the Westfalen cancelled out New Zealand's broadside rating of +4. I rolled to see if the battle continued and it did. 

Turn 2
Again, the New Zealand got to go first and rolled to close. I decided to close as well. Because we both closed, we skipped the medium-long band and brought us down to medium range. New Zealand fired first but this time missed. I fired and also missed. Again, the battle continued. 

Turn 3 
New Zealand went first and turned to broadside, so I decided to turn broadside as well. The range stayed at medium. The New Zealand hit me and was able to cause damage. I took took 2 floatation points of damage but there were no further consequences in the basic rules. The Westfalen fired back hitting and causing damage in the form of a turret hit. This meant that from then on, the New Zealand gets a -1 when trying to do damage. I rolled and the battle continued.

Turn 4 
Getting initiative, the New Zealand rolled to close in. I decided not to press my luck and ordered a withdraw. The range stayed at medium. We both fired and hit each other but there was no damage taken on either ship. I was hoping to end the game, but the AI said otherwise. 

Turn 5
Pretty much a repeat of turn 4, with the New Zealand continuing pursuit,  but with both ships missing each other. 

Turn 6
Finally I got to go first, but I chose to continue to run. The New Zealand decided to turn broadside (maybe captain AI decided he was tired of missing or his shells bouncing off my ship). What that did however was to increase the range to medium-long. That slight increase in range was enough cause the New Zealand to miss (really low dice rolls didn't help). The Westfalen fired and scored a hit and knocked off a floatation point off of the New Zealand. Again, the AI determined that the show must go on.

Turn 7
Again, the New Zealand stayed at broadside while I continued to run. That furthered the range to long.
Again, the New Zealand failed miserably to hit me. I managed to hit him but no damage this time. Finally, the war gods of the sea looked favorably upon the Westfalen and called the battle over.

The game took under an hour to play. It probably would have been shorter but I had to get used to tabulated the pluses and minuses. I got the hang of things and by turn 4, things sped up. I'm sure there were some things I goofed up on or missed when adding up things. For example, ships are rated with different speeds. It seems that these speed rating are only related to the effects of speed on damage, at least that was is what it seemed in the basic rules. Also, one of the things I had to remember was that even though the game only uses D6 dice, different charts use different numbers of D-sixes. For example, many of the decision charts only use one D6, but as I stated above, the to hit chart uses two and the to damage chart uses three. 

I enjoyed it. Once I got the swing of things, the turns moved pretty quickly. I think the range bands can be converted to either squares or hexes that would really help if I was to play a multi-ship game. It would tough to juggle a game with only paper and pencil. 

Even though I don't have any miniatures with me, I do have paper, thin cardboard, and glue. I can draw up some quick and dirty ships. I should have brought the various gridded naval wargame rule books with me, but I my David Manley rules are all on pdf. I can have a mini solo naval con on the dining room table. 

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